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<title>dolphin/Source/Core/VideoCommon/TextureConversionShader.h, branch 2503a</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoCommon: Reduce duplicates of non-palette-requiring texture decode shaders</title>
<updated>2022-06-16T07:08:45+00:00</updated>
<author>
<name>TellowKrinkle</name>
<email>tellowkrinkle@gmail.com</email>
</author>
<published>2022-06-11T07:51:24+00:00</published>
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</entry>
<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon/TextureConversionShader: Convert over to using ShaderCode</title>
<updated>2020-01-23T19:19:36+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-01-23T18:06:55+00:00</published>
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Migrates the shader generator off the use of a global array, eliminating
the use of some global state. This also allows us to move the shader
generation over to using fmt in a subsequent change.
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Migrates the shader generator off the use of a global array, eliminating
the use of some global state. This also allows us to move the shader
generation over to using fmt in a subsequent change.
</pre>
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</content>
</entry>
<entry>
<title>Move most backend functionality to VideoCommon</title>
<updated>2019-02-19T06:57:54+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2019-02-15T01:59:50+00:00</published>
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<entry>
<title>VideoCommon: Rename TextureConversionShader namespace.</title>
<updated>2017-12-02T14:17:39+00:00</updated>
<author>
<name>degasus</name>
<email>wickmarkus@web.de</email>
</author>
<published>2017-11-25T10:13:22+00:00</published>
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<entry>
<title>Video Common: Add XFB decoding via the GPU</title>
<updated>2017-11-18T04:11:30+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2017-08-08T05:09:25+00:00</published>
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<entry>
<title>Video: Clearly separate Texture and EFB Copy formats</title>
<updated>2017-08-04T01:35:29+00:00</updated>
<author>
<name>N.E.C</name>
<email>beholdnec@gmail.com</email>
</author>
<published>2017-07-30T19:45:55+00:00</published>
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Improve bookkeeping around formats. Hopefully make code less confusing.

- Rename TlutFormat -&gt; TLUTFormat to follow conventions.
- Use enum classes to prevent using a Texture format where an EFB Copy format
  is expected or vice-versa.
- Use common EFBCopyFormat names regardless of depth and YUV configurations.
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Improve bookkeeping around formats. Hopefully make code less confusing.

- Rename TlutFormat -&gt; TLUTFormat to follow conventions.
- Use enum classes to prevent using a Texture format where an EFB Copy format
  is expected or vice-versa.
- Use common EFBCopyFormat names regardless of depth and YUV configurations.
</pre>
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</content>
</entry>
<entry>
<title>TextureConversionShader: Consider source format of EFB for EFB2RAM</title>
<updated>2017-04-11T14:11:22+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-04-04T13:53:03+00:00</published>
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Currently, we use the alpha channel from the EFB even if the current
format does not include an alpha channel. Now, the alpha channel is set
to 1 if the format does not have an alpha channel, as well as truncating
to 5/6 bits per channel. This matches the EFB-to-texture behavior.
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Currently, we use the alpha channel from the EFB even if the current
format does not include an alpha channel. Now, the alpha channel is set
to 1 if the format does not have an alpha channel, as well as truncating
to 5/6 bits per channel. This matches the EFB-to-texture behavior.
</pre>
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</content>
</entry>
<entry>
<title>VideoCommon: Add texture decoding shader generators</title>
<updated>2017-04-01T02:32:10+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-11-27T08:14:58+00:00</published>
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</entry>
<entry>
<title>VideoCommon: Make API_TYPE an enum class</title>
<updated>2016-07-29T23:20:16+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2016-07-21T23:04:57+00:00</published>
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Allows for forward declarations in most places, which prevents dumping
unrelated VideoCommon.h contents directly into headers.
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Allows for forward declarations in most places, which prevents dumping
unrelated VideoCommon.h contents directly into headers.
</pre>
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</content>
</entry>
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